Showing posts with label tradya's workshop. Show all posts
Showing posts with label tradya's workshop. Show all posts

Thursday, August 11, 2011

Session Roundup #19

I actually have two gaming sessions for you this week! only sort-of because I skipped last week. But nu, I ran my game, for the first time since March, last Friday! That was a lot of fun; I had missed it quite a lot. A DM isn't really supposed to admit this, but boy-howdy was I flying by the seat of my pants on that one. Also, Mage: The Awakening tonight! So without further ado...


Tradya's Workshop: So, last session having been about a million years ago, and life being insane, I had done virtually no prep for this game. I'd left them at the first room of Tradya's library, back where they'd started. So they decided to try another path; the one beginning with 'A'.

They went down A, then R, Then B, then B again, then O, then wound up facing a huge construct spider, based on the Young Volcanic Dragon elite, scaled for their level (5) and with some adjustments...it was really completely terrible. The aura 1 5 poison damage that went to aura 3, the burning web zone that lasts a turn and deals 5 damage, plus webs that restrain, and a horrible bite that deals ongoing 5 fire, plus a triggered burst when hit with fire... yeah. Awful. I will post the stat block sometime when I am less wiped. Either way, it was a short session, but fun, and I look forward to getting back into the swing of things.

Mage: The Awakening: Followed hard upon last session, and also really good. We (by which I mean Sequela and Tommy) cleaned our evil-selves out of the gems we found, though Suriya's got out and tried to run. So Sequela commanded it to stay put while Tommy and Suriya shot Awakened Guns at it. I had... little to do in the fight, as nothing was susceptible to mind and Space doesn't have anything to attack with, so I worried about creating wards to calm down the craziness of the Fucks-With-Space labyrinth we were in. At any rate, we were able to trade the empty gems with the Indian spirits to get them to let us take the other two folks, and in exchange we would carry the spirits, in the gems, to museums that talked about their in-life tribal cultures. So that was all right.

On the way home, we called the Gravediggers to let them know we'd rescued their D00ds, then chatted with Diomedes and Madog (the other two d00ds) all the way back to Boston. Diomedes had been trapped in the labyrinth since the Clinton administration, so he had a lot to catch up on. Madog... used to be our evil-dopplegangers' apprentice. So we had much to talk about. We found out, in the long run, that the kid was from a reality where The Prince of A Hundred Thousand Leaves was the Reality. So my guess is that we're not in Total Recall, we're in Many Worlds, and that's... better. As the idea of having actually lost 3 years of memory, plus, was super unsettling.

Anyway, super cool. This weekend: AE. Foon!

Thursday, March 10, 2011

Session Roundup #7

This week was dominated by video games and by me running my D&D game last Sunday. Yay punting!

Sunday: Tradya's Workshop-- After last session with the theatre and the rats and everything, it was about time for a low/no combat session. Which was great, because I hadn't the brain to prepare any stat-blocks for a special encounter or anything, and odd, coz I had no idea where the players would go next, but being that this is a fairly old-school dungeon crawl, the options were limited by the long pre-existing map. So they were pretty much going to go explore the northern part of the first level, which they'd looked at a bit before, or were going to go south and explore the few things that remained down there. This latter is what they wound up doing, which permitted them to get their hands on another one of their quest objects, and had them find the entrance to the hidden library maze. I won't go too deeply into the mechanics of the maze, as they haven't explored all of it yet, but it might sound a little familiar to people who really like, say, Sean Connery in monk robes.

Basically, they found themselves in a large, octagonal room with four doors, one in each wall, and stacks of books of various kinds in concentric circles. They rolled skills to see what sort of books were in the room, and if they found anything particularly useful, and also marked that above each door, there was a letter-- in order, T, R, A, & J. They knew, from the previous adventure, that the dude what owned the dungeon was called Jaylamer Tradya, so they decided to take the J path, and see if the subsequent rooms would have the rest of the letters of his name. And lo, they did! Each room was a trapezoid-shaped chamber filled with books on a common theme, with varying numbers of doors and a letter over each. This was consistent until the room with the final 'R' in Jaylamer, anyway, which contained 2 doors which had no letter. They found some palimpsests (not to be confused with the city of the same name... or were they?); the Avenger was able to create a rubbing to see the note that used to exist on the page. This gave them a couple of hints as to what they could find in each direction, and they decided to go through the one at the top of the trapezoid, which said it led to 'the center'. This took them back to the first, octagonal room, and of course, going back the same way did not work. Alas!

In the course of their searching, I remembered that this was the sort of party where I could give them magic treasure what didn't have any combat application, and so they found the following trinket:

Box of Delicious Creation
An ornate silver box with a lid of black wood, just large enough to hold a mug of something tasty.

Daily (standard): Creates a single item of food or drink, which is wonderfully delicious and comforting. Use of this daily item does not count against other daily magic item uses.

Random, I know, but the players seemed to really like it, and that made me happy.

Also, a couple of other plot advancement items were accomplished that I prefer not to discuss here, but which pleased me greatly.

Shadow Hearts: Covenant-- So, I forget which day it was-- possibly Monday?-- but the day sucked holy ass, and required that I go out to dinner with Shieldhaven immediately, and also buy a video game. Instead of doing so, however, I bought a PS2, and set about playing another run through of my favorite JRPG, Shadow Hearts: Covenant. It's frigging hilarious, and also a festive testament to the Japanese obsession with Jewish Mysticism. Fun!

I also have the first one, but the second added depth and scope in a way that I've only seen in games like Overlord and Overlord 2. Here you have the perfect setup what people ask for-- give me a sequel that's a game changer, keeps what we loved about the original, but does something new and better. The full customization of the judgement ring combat mechanic, having the turn based combat care where you stand for AOEs, and the addition of a combo system were all that is awesome, and I'm enjoying my second playthrough quite a bit.

Pretty much the rest of my whole world is eaten by culture packet writing for Dust to Dust, so yeah. That.

Thursday, February 10, 2011

Session Roundup #3

The only gaming this week would have been the run of my game, in which we finished up an encounter that had been called in the previous session on account of snow.

It was a pretty darn elaborate set-up, and I tried a lot of fiddly moving parts for it. There was a big stage with a dias about 3 feet up, and large stone pillars. Two members of the party (The Rogue and the Avenger, my trouble twins) had been sucked into performing as the "Hero" Wizard who had built the dungeon and his sidekick, while the rest of the party were stuck in the audience. They could affect various things by making skill checks to interact with the Shadow Attendants who worked as stagehands.

In the meantime, the two actors made skill checks to carry out tasks narrated by a booming, invisible voice, in sort of a 'Whose Line Is It Anyway?' way. Successes gave them bonuses to successive checks, or affected the outcome of the play. Also, I had given them stage swords, which (though they weren't entirely aware of it), ignored the Insubstantial quality. This would be important later.

Or, pretty immediately, as they were attacked by shadowy-wererat minions pretty quickly. Yes, that means dire rats with the Insubstantial quality (though they did not regenerate). Fun! They dispatched them all right, and then were sucked into a plot where the Hero-Wizard was dragged off and forced to become engaged to a Shadow-Actor "Rat Queen," much to the Dismay of her "Royal Vizier".

According to the narrator, the Wizard had crafted a magic wedding-ring, which turned the Queen into a beautiful Eladrin woman, causing her to scream and faint dead away, and the Vizier (an Elite) to be pissed as all hell.

Roll for initiative.

The rest of the party then Diplomacied a Shadow Stagehand to take them to the greenroom, so they could "join the play".

Okay, so the setup.

First of all, many thanks to Shieldhaven for writing up the statblocks for me, as I was creating this stuff at the very last minute. Also, everything I've described so far happened in the previous session, more than a month ago. Yippee!

Anyway. There were more stage weapons available at the sides of the stage, which would solve the Insubstantial problem for the weapon users. The implement users however had a real problem. My solution was to have three spotlights, which moved around the stage, which allowed magic to do full damage. Also, I decided (though this could just be the case) that insubstantial meant that the minions just didn't take damage from normal weapons. Bad times.

The problem was getting the players to figure this out. Some really amazing Arcana checks hinted at it strongly, and one of the wererats was a standard Leader, who also had to stand in the spotlight to use any of his abilities The Vizier alone didn't have this problem. It wound up not mattering for the Vizier, for a couple of reasons.

At each quarter of health, the Vizier summoned 8 or so wererat minions and 2 standards-- a skirmisher and a Leader. So that was fun. The Vizier managed to do his first summon just before the rest of the party made it to the stage, which created some problems with the rats having advantage of position, and the newcomers not having stage weapons yet.

For starters, the Rogue used a sneaky trick, concentrating on a magic necklace in her possession, and changed into the fainted Rat Queen, bluffing the Vizier into believing that she was really said Queen. His insight bonus being all right, but not awesome, he fell for it hook, line and sinker. They managed to interrupt combat, and convince him to send the Real Rat Queen off for questioning with two of the standards, and to dismiss the minions. It also gave the Cleric time to filch some stage weapons for all the magic users. Once that was done, they got back in a fight and beat him down pretty hard, which piffed his bloodied summon of minions, and brought down the curtain on the first act.

Now, Minions that can't be killed are a pain in the ass-- since no one in the party figured out the spotlights in time to use them. However, I made a punt when the party entered the stage that wound up sort of invalidating, quite by accident, my previous mechanic.

So when the party came on stage, they wanted to wear costumes, which were available, though I had no idea what should be. I rolled on a random list of dungeon dressing for inspiration. The Invoker got a fiery gown (from rolling 'matches'), the Artificer got a cloud (from rolling 'pillow'), and the Cleric got a sort of faunish, leafy thing (from rolling 'pipes'). Once they were on stage, their costumes made them seem like elementals, and I decided that damage sources that worked with their costumes would ignore insubstantial.

Yeah, so the invoker can deal full fire damage, and the Artificer with the Lightning Spheres cam do full thunder/lightning. So... yeah.

After a short rest, they went back out for the second act, which involved fighting the Rat Queen-- a level 4 (I think) Solo. She got off one attack and a summon of a bunch of minions before the Rogue changed back to herself and convinced her, through bluffing hard, that really, all she wanted to do really was marry her, and the Vizier was a traitor. The Rat Queen's insight being even worse than the Vizier's, I gave them a round of skill checks to extract themselves from the battle. Yeah, everyone rolled like, 25s on each skill they used. Fully. So the end of the play had the Wizard-Hero properly marry the queen, and granted them a magic item of rat summoning pipes. It also gave them enough xp to level them to 4th.

Went pretty well, for being 2 sessions with a month in between, and the party really liked being able to get out of combat with a skill check. I do not have the crazy skill-check fu that Stands-In-Fire has, so I'm sure there were ways to make it a bit smoother. But once again, I do so love using skills in 4e.

Apart from that I've mostly been playing Fallout: New Vegas or watching Shieldhaven play Overlord, which are good times both. Sadly, since I am a sniveling, console-monkey weakling, I have to be content with the slim playlist offered by New Vegas radio and the few other stations offered by the game, and the damn bug that replays, "Ain't That a Kick In the Head?" all the time, when I'd rather hear "Mad About the Boy" or the one about the Ranger with the Big Bar on His Hip.

Tonight is another DtD Update, which is cool, as people seem to dig getting LARP rules/website patch notes. Who knew! Software Development Practices are awesome!

Monday, September 20, 2010

Are We Having Fun Yet?: The Mirror of Life Trapping.

After the last session of my game, it occurred to me that there were a few things that had happened that I don't think I could have pulled off in my other gaming groups. I am going to see if I can phrase this without giving away any of the things my party did not figure out, as they could still do some stuff in this room. But nu.

Lemme 'splain.

Basically, in one of the rooms there is a mirror of life trapping which, in order for there to be any real intrest or immediacy to the adventure, requires that one of the PCs fall into it, whereupon they are stuck in a small black room with no doors, and only one window-- to the room where they just were, where they can see and hear their party members, but cannot interact with them. Generally, they can't do anything now but wait until the party rescues them. This could potentially go very badly as more members of the party get trapped, which, after the first one, releases one random creature that had been previously trapped in the mirror.

If you are a gamer like my usual team, you are probably thinking, "Oh man, if that happened to my pc, I'd be so pissed off! I might walk out of the session. Sitting there trapped with nothing to do is not my idea of a good time. That would hugely suck. I feel so lame."

And you'd have a valid point. I have gotten hugely upset myself in the AE game upon falling unconcious, when, since I was all but out of spells, waking me up while the combat was going on would have been a serious waste of party time. That's right, I'm sitting there with nothing to do because, the way combat is structured, to do so would be sapping valuable rounds in which damage could be done, because there's no way to heal and do damage on a single turn, and AE doesn't really (as far as I know) have dedicated healers, unless, say, you went hardcore mage on nothing but the Positive Energy Template. But I digress. Being locked out of the action is no fun, and I can't deny that.

Nonethless, the players I have run through this have all really liked it (in the interest of full disclosure, the second time, I trapped a player who was going to be missing the session), and I am going through this here in part to try to suss out why, and also to justify why I thought this was a good idea in the first place. Anyway, here's the skinny on what justifications I can think of for why this might not just innately suck:

1) the puzzle /is/ avoidable.

The first two times, run in 2e and in 3.5e, you had a dex check to avoid looking in the mirror, and a will save if you did look. When I ran it just now in 4e, I had skill checks to avoid looking (with a bonus after the first party member got trapped, since they knew what it did), and the mirror made a +10 vs. Will attack (yes, against 1st level characters-- not looking is supposed to be the best way to avoid this) if you did look into it. After the first person got trapped, most of the party had no trouble keeping their eyes averted-- the Rogue kept covering it and uncovering it as they tried to get the Avenger out, flubbed one roll, and wound up getting caught also. Fortunately, by that time, they had figured out the keywords, and had no trouble getting the Avenger out. The Rogue... well, that's another story.

That said, if the whole party manages to avoid looking, you're fine. Also, when the party enters the room, I made a random roll to determine which of the 3 mirrors in the room (a heavily modified Mirror of Mental Prowess and a non-4e style Mirror of Opposition) is uncovered; the other two have cloths covering them. Which is a mixed blessing, as poking at the covered mirror may well get you trapped, when you don't know what's under there. But there are ways, such as utilizing the mirror of Mental Prowess, to figure out what is going on with the mirror and even solve the puzzle of it without a party member getting trapped-- if say, the party decides they want to free the other things that are trapped in the mirror.

Which brings us to...

2) There are multiple ways to solve the puzzle.

The first two times I ran this, the players solved it pretty much the same way, which was not even close to the way the 4e party solved it. Using the mirror of Mental Prowess (which worked kind of like an Infocom game in that you had to phrase things in very specific ways to get the results you wanted, but asking enough questions or even regular conversation where the mirror could 'hear' would eventually get you clues to help you out), the party figured out the passcodes to the Lifetrapping Mirror, and only wound up acidentally freeing one thing that was trapped beforehand-- and that one was friendly. There was another way they could have done it-- finding some other living thing (or the creature they'd released, an Orium Dragon Wyrmling) and forcing it to look in the mirror in hopes of releasing the party members randomly, and that option got discussed. Also, if they'd come up with something really neat, I'd probably have let that work. Actually-- well, here.

Because of a number of factors, one of which was that the Rogue was the one who had solved the puzzle of getting the passcodes in the first place, and had tricked the mirror of Mental Prowess into believing she was its master, I allowed the Rogue to make a skill check from inside the mirror to free herself. Doing so was narratively the right choice-- it served the drama of the scene, as for reasons of her own, the rogue bluffed the party into believing that they had actually freed her. One person made their insight roll and is now suspicious, which adds interest to the role play. On the other hand, I can't really claim that this choice was anything but DM Fiat, which topic ought to be another post entirely. But my thought, basically, is that in this case the players trust me enough to realise that if I see them not having fun with this, I am going to do my damdest to make sure they start having fun again as soon as possible. Also--(very tiny invocation of) rule of cool, which in this case is more, Rule-Of-Your-DM-Is-a-Narrativist. Which is yet another future post topic.

That said, I am curious about opinions as to whether this kind of thing is really too risky to run much-- I mean, overdoing the, "oh no, now you're trapped in something and have to be rescued" is no good, but on the other hand, dangers that aren't death seem like a kind of neat thing. Does it fall into the realm of, "This is Not Okay, and you should only do this if you want at least one PC to have a miserable session," "Naw, this puzzle is cool! Do it moar!" or "Well... run right, I guess this might be okay sometimes in moderation," as far as things that might actually ruin a game.

I suppose that part of the reason that I am wondering is because this is not a question I'd even ask myself in 3.x or earlier. I'd say, to any player that whined about it, "don't lawyer me, suck it up and deal. "Having played more 4e-- and just more, with more power-type gamers-- I worry about mechanics screwing things up a lot more, as I like the players knowing how the world works and how to use the tools they have to fix problems-- hence, my love of skill challenges. I've been very fortunate in having players that enjoyed 'stuck in a box' rp-- and man, the poor Avenger has been running foul of every trap in the dungeon, coz she doesn't like to check things out before she messes with them. Whoops. Anyway, I can't help worrying if this sort of puzzle is actually a Douchebag DM Trick(tm) that's squeaked by because I have players who have the patience for it and don't know better, or if it's really all right, and I've provided enough outs.

Anyway, tis something I am thinking about right now.

Also, I will add that this is something you should NEVER do in say, a LARP. Taking agency away from characters when they do not have the option to, you know, go get a snack or go to the bathroom or make snarky commentary around the table, and they have to be in character is a recipe for lameness all around. Also, your resources are very limited, so back up plans to salvage the situation are probably going to look even dumber. But LARP mechanics and Tabletop mechanics are two very, very different things. Well, obviously.

Yes, this is a reference to something that happened at Eclipse this weekend, though not to me. Still, it was a thing which reminded me that I wanted to make this post in the first place.

B's Game tomorrow, gaming schedule-wise. Delicious 12th level assassin antics.

Fun for all.